Skip to main content

Game Connect Asia Pacific

Remote video URL
Speaker Date
-

Two Moos is a service-based digital games studio based in Melbourne and New York. We collaborate with the world's biggest family brands to create games, apps and innovation prototypes in the education, health, and entertainment spaces. To win the work, we need to do lots of Business Development, aka BD!

In this fun and visual talk, Joey will share her story of what BD means in the kids' games space, how we win our work, write proposals, grow and maintain our client relationships, and most importantly - have fun doing it.

Speakers
Joey Egger
Two Moos
Remote video URL
Speaker Date
-

Neil Gaiman once said, "people get hired, because somehow they got hired." Mohammad Fahmi, formerly of Toge Productions and was the director of Coffee Talk, went through the same experience that left him with a portfolio one could call confusing, but useful to get into the world of indie game development.

In this talk, he will share about the said journey, and the reasoning behind each decision that led to where he is now.

Speakers
Mohammad Fahmi
Remote video URL
Speaker Date
-

Accounting is scary when you’re not familiar with it and knowledge of the basics is often assumed, which can make life stressful when you don’t know what you don’t know!

In this session, Fiona will go through some financial basics for newcomers to the games industry, from registering an ABN and creating a proper tax invoice to interpreting a Steam sales report.

Speakers
Fiona Murray
Remote video URL
Speaker Date
-

Lots of people are studying up to be games designers, artists programmers, producers etc, but what happens if you don't get into the job /company you want? How and where could you still keep your skills honed and relevant while helping to contribute to some various aspects of change and education within Society.

This talk is for students looking into what options are there beyond the games courses when you have finished. Did you know you could work to better mining, education, cyber, space, defence, government, environment, charities, medicine? The world is continually looking for skill-sets and ideas that YOU HAVE to creating and build the next advancements in their industry.

We will be taking questions in the chat to see what would you like to know, and see some examples of people that have seen these opportunities and built on them to create various success stories.

Speakers
Adrian Webb
Remote video URL
Speaker Date
-

Networking is the foundation for all future opportunities of your career yet somehow it seems that half of us have no idea what they’re doing and the other half very confidently have no idea what they’re doing.

In this session we’ll be breaking down the who, what and why’s of networking while actively and passionately destroying unhelpful networking myths along the way.

Participants should expect to walk away with a foundation of knowledge about Business Cards Strategy, Reciprocity’s Role in Relationships, Creating Memorable Interactions, Appropriate Engagement & Communication Dynamics.

Speakers
Ceri Hutton
Remote video URL
Speaker Date
-

Starting a studio is like walking a tightrope. To keep yourself in the air, you need to juggle a variety of responsibilities, and do it with flair.

Hear from one of Australia's most exciting young studios on the challenges of starting and sustaining an Innchanted adventure.

Speakers
Paulina Samy
Remote video URL
Speaker Date
-

You've spent thousands of hours making your game and now you're finally ready to publish. But when it hits the app stores, will it top the charts or will it bomb?

In our highly competitive marketplace, great code, gameplay, and design are no guarantee of success. Turning your title into a hit takes an understanding of business fundamentals such as marketing, community, and monetization—plus a lot of testing.

Over the past nine years at Yodo1, I've had the privilege of working with hundreds of game devs to reach more than 1.5 billion mobile gamers around the world. My team and I have had to learn the business of gaming the hard way, and we'd like to share our findings with you.

We’ve distilled years of experience into one short course, the Business of Mobile Gaming (BoMG) Master Class.

From the beginning, my dream was to create a way for every talented developer out there to transform their games into profitable businesses. That's why we'll be premiering the full BoMG Master Class for free throughout the whole event, inside our Yodo1 virtual booth.

In this session, we'll be focusing on one of the main topics covered in the course: monetization. We’ll dive into the key principles of how to turn your game into a money-making business and discuss how to design a game economy for effective monetization, balance Ads and IAP in mobile game economies, and make money with games that are fully free-to-play.

Speakers
Henry Fong
Yodo
Remote video URL
Speaker Date
-

Two years ago, I was writing my first game design doc on my final year project at uni. Fast forward to today and I’m working on live service event systems on ‘The Sims’ at a AAA studio. Not a bad start, but I can say that one of the hardest parts of being new to an industry and finding your feet, is that you don’t know what you don’t know. While I’m not an industry veteran yet, some things were still trial by fire, and there are some things I wish someone had told me earlier.

This talk is about all the things I’ve learned since writing that first design doc to now – including what the transition from student to professional life was like, and what I wish I had known earlier. This talk is for people interested in learning about what the next steps after uni are like, especially anybody struggling to see how they fit into an industry workplace, the steps I took to secure my internships, networking and contract negotiation basics, insight into what working at a larger studio is like, what design looks like in a practical setting, how to bring value as an individual to a studio, and general things that I found helpful as a baby game dev.

Speakers
Penelope Davison
Remote video URL
Speaker Date
-

Live Chat recorded with Tim Watts MP, Member for Gellibrand, Victoria - Shadow Assistant Minister for Communications and Cyber Security

Interviewer:
Roger Clarke, MD - Koch Media Australia

MC:
Ron Curry, CEO - IGEA

Bio:
Tim has been the Federal Member for Gellibrand in Melbourne’s west since 2013.

Since being elected, Tim has been an active advocate on issues ranging from family violence, Australian aid, cyber security, refugee and asylum policy, cycling and Australia’s engagement with Asia.

Before entering Parliament, Tim worked in the Australian telecommunications and IT sectors for the better part of a decade.

Tim has a Masters of Science from the London School of Economics, a Masters of Public Policy and Management from Monash University and a Bachelor of Laws from Bond University.

Tim lives in Footscray with his wife and two children.

Speakers
Roger Clarke
Ron Curry
Tim Watts
Remote video URL
Speaker Date
-

This panel will explore investment structures from international territories and how they have created a thriving game development ecosystem and what that could look like for Australian developers.

Bio:
Ron Curry, Moderator
Since joining IGEA in 2008, Ron has played an instrumental role in tackling the emerging issues surrounding interactive entertainment, and demonstrating the positive influence of computer and video games in the broader community particularly within the education and health sector.

Ron often appears in the media or fronting government to discuss the power of games to connect, empower, educate and inspire. Issues which he supports passionately include trade and export, funding, child safety, health, diversity and education. Ron has sate on many working groups, boards and roundtables including an Advisory Committee Member on the ALRC’s Classification Review and holds a seat on the government’s Consultative Working Group on Cyber Safety.

More recently, Ron took the lead in the merger between the GDAA and IGEA in 2020, which saw the two associations coming together, ensuring that there was a single unified voice representing the video games industry.

Prior to joining IGEA, Ron spent 15 years in the interactive entertainment business working for platform holders, publishers and distributors in areas as varied as sales, marketing, operations and general management. In this time Ron was also one of the founding Directors of IGEA, which was then IEAA.

Tim Scott
I joined the Ukie team as Head of Policy and Public Affairs in March 2017. Prior to this I spent twelve years in the UK Civil Service leading on Creative Industries and tech policy in the Cabinet Office and Department for Culture, Media and Sport where I was instrumental in the development and implementation of the UK’s Video Games Tax Relief and the NextGen skills report.

Samuel Berthiaume
Samuel Berthiaume is Project Director for the Asia-Pacific region at Montréal International. His role is to promote the Montréal business environment to foreign companies, supporting their set-up or expansion in Greater Montréal. Since joining Montréal International in 2018, Samuel has supported multiple international expansions in Montréal in the technological, video game, VFX, mining and life science sectors.

Previously, Samuel was a Project Director at Investissement Québec, the financial arm of the provincial government of Québec, in the tax incentive group, with a focus on technological and video game companies. Samuel holds a Bachelor of Arts from Laval University and a Master in Public Administration from the National School of Public Administration.

Christian Fonnesbech
Christian Fonnesbech, Head of IP Development @ Leverage + Narrative Director @ Deck 13.
Christian Fonnesbech has been working with game investors and developers for a decade. His main focus is IP & franchise building in games.

At Leverage, he consults on building IPs and Brands for games, and at Deck 13 he is Narrative Director, building a new IP from the ground up. Previously, he was Head of IP Development at Nordisk Film Games, the game investment arm of Egmont. In his earlier career, he was a game entrepreneur, producing and directing 35+ game projects for advertising, learning and entertainment.

Speakers
Ron Curry
Tim Scott
Samuel Berthiaume
Christian Fonnesbech
Remote video URL
Speaker Date
-

How do you find the right publisher for your game? And how do you prepare a pitch that will convince them to work with you?

In this talk, Sonali will outline everything you need to prepare for a successful pitch, share insights on the key metrics publishers look for, and give you details on the materials and prototype you’ll want to present.

Speakers
Sonali Varma
Yodo
Remote video URL
Speaker Date
-

Indie games are rarely funded from a single source. By the end of a project, you will likely have funding from over 4-5 different places.

What are these different funding sources? How do they differ? And when you have to consider upwards of five different funding sources, how do you build a funding strategy?

This talk will outline where money can come from, what to consider when building a strategy, and when in the timeline of your project you should be going for different kinds of funding.

Speakers
Liam Esler
Remote video URL
Speaker Date
-

One thing that there’s been no shortage of is advice! Thanks to the kindness of the games community; so many professionals have been sharing their wisdom but how do you translate advice into action?

This talk features advice that I got from publishers, platform holders, investors and other developers and how I was able to translate that advice into my pitch deck. By using data that you can easily find, experience from other developers and even working in some creativity there’s many ways that you can adapt your pitch for whomever your audience is (even if they’ve pivoted their strategy)

It often gets said its not what you know but who you know. However it’s a lot easier to know people if you’re in the same place. You can easily get through the cracks; get those in person intros, grab that last minute uber seat to an exclusive party. But how do you sit next to the publisher of your dreams if there are no dinners? How do you meet new people? This talk goes through the ways of meeting new people online.

Finally there’ll also be talk on the ways in which you can put together a budget and how to account for a pandemic. There will of course be numerous resources pointed out throughout this talk as well as advice from professional producers and this talk will focus on how to get that advice into action.

Speakers
Izzy Gramp
Remote video URL
Speaker Date
-

An introduction to venture capital funding for the interactive entertainment industry.

It will address how VC funding works, which types of companies it typically works for, and what VCs look for in potential investments.

Speakers
Archie Stonehill
Remote video URL
Speaker Date
-

This panel will feature the heads of the Federal and State Screen/Industry Agencies to discuss their game vision for 2021 and beyond.

Panel:
Ron Curry, Moderator, CEO of IGEA

Caroline Pitcher, CEO of Film Victoria

Kate Croser, CEO at South Australian Film Corporation

Alex Sangston, Executive Manager of Screen Tasmania

Willie Rowe, CEO of Screenwest

Monica Penders, CEO of Screen Canberra

Kylie Munnich, CEO of Screen Queensland

Dr Christen Cornell, Research Fellow and Manager of Research Partnerships at the Australia Council for the Arts

Speakers
Ron Curry
Caroline Pitcher
Kate Croser
Alex Sangston
Willie Rowe
Monica Penders
Kylie Munnich
Dr Christen Cornell
Remote video URL
Speaker Date
-

Join this panel of experienced industry veterans as they discuss what goes into building the best pitch for your game, whether it be for grant applications, publishers or funding bodies.

Jens Schroeder:
Jens works as IGEA's Director of Industry and Member Relations.

He joined IGEA in 2019 after working as a lecturer for game design, manager of the SAE Sydney campus, Head of Academic Studies for Digital Media at Laureate Australia as well as Associate Dean (Design Vertical) for Torrens University.

Combining his experience in games, business, academia, management and leadership, Jens is responsible for representing and growing the IGEA’s development members by providing them a voice to government and industry, act as the interface between the Australian video game development industry and IGEA and work close with state, territory and commonwealth departments and agencies to the benefit of the industry.

Jens is also active in the development space; he is involved in a gamification project that aims to engage students of low socioeconomic status with tertiary education.

Liam Routt:
Liam Routt is the Manager of the Games programs at Film Victoria. He came to the agency after working in technical, design and production roles at large and small games companies in Victoria both before and after the GFC. At the funding agency, and in all things, Liam is driven to help others to achieve their goals.

While he is proud of the games which have been created in the state during his time at Film Victoria, it is the conversations they have with prospective applicants, whether experienced or new to the industry, that motivate him from week to week.

Meredith Hall:
Currently working at Film Victoria, Meredith supports the games industry locally and internationally, working on strategy, forward-planning, research, growth areas and more through programs and direct engagement with the sector.

She is an experienced marketer, producer and business developer. Meredith is the cofounder of Accessibility Unlocked, Communications Director & Lead Producer on HoloVista and a frequent public speaker and advocate. She was named one of 50 under 50 in InGames 2019 Gender Equality in Games list.

Jon Cartwright:
Jon Cartwright started making games back in the UK in the 80’s, getting titles published while he was still at school.

He’s worked for Big Red Software, Eidos plc and Blitz Games making titles for MGM, Fox Studios, Warner Bros., Nickelodeon, THQ, and SCi.

Jon moved to Brisbane in 2004 and joined THQ Studio Australia as Director of Production, managing IP and titles with Dreamworks, Games Workshop, Nickelodeon, and M Night Shymalan.

He has run R&D for technology outside the games industry and worked KIXEYE Australia in the free to play space, making MMORTS VEGA Conflict.

More recently Jon worked as Commercial Director at Prideful Sloth, helping them launch Yonder: The Cloud Catcher Chronicles initially on PS4 and PC, and followed by Switch and Xbox, and negotiated publishing deals in Japan, Korea, and China, along with full retail releases for PS4 and Switch in the US, Europe, and ANZ regions.

After securing a new publishing deal for Prideful Sloth at the beginning of 2019 Jon has been working independently, consulting with a number of clients helping them budget, schedule, pitch and close publishing and distribution for their indie games.

Liam Esler:

Liam Esler is an experienced games entrepreneur, writer, and producer from Melbourne Australia. He has worked as a producer and writer with some of the biggest brands in gaming, including Beamdog, Obsidian Entertainment, PikPok, Surprise Attack Games, and many others.

In addition to game development, Liam worked at the Game Developers’ Association of Australia for 3 years running Australia’s premiere games conference, GCAP, and was co-founder of GX Australia, a diversity-focused gaming convention that ran 2016 and 2017. He is currently the Managing Director of Summerfall Studios.

Speakers
Jens Schroeder
Liam Routt
Meredith Hall
Jon Cartwright
Liam Esler
Remote video URL
Speaker Date
-

We are seeing the renaissance of the Australian games industry. New studios are opening, existing ones are expanding, and Australian games are topping charts all around the world. Even the Federal government is talking about us!

But if we look a little deeper, there are some troubling signs. The four largest studios are owned by overseas companies. The breakout hits of the last few years were all published by overseas publishers. The rapid expansion risks diluting our talent pool.

It feels like our industry is at a tipping point. This is a moment of great opportunity, but also great risk. Have we learned from the mistakes of the past? Or are we doomed to repeat them?

I find this moment to be both exhilarating, and terrifying! Like it or not, the large publishers are returning, and that raises the bar for all of us. So how can we compete? What opportunities are there for studios that want to scale and grow, to build a billion dollar brand that is Australian owned?

I will attempt to answer these questions and more, by taking stock of where we are, what opportunities we have in our immediate future, and what plans we can make for the long term to create a robust, resilient, and diverse industry.

Speakers
Philip Mayes
Mighty Kingdom
Remote video URL
Speaker Date
-

In this talk, Rena will cover her experience as a game developer and an illustrator in Indonesia. She will share the process behind her works When The Past Was Around and She and The Light Bearer.

Breaking down how she takes stories and cultural details from her beloved country and translate it into video games.

Speakers
Brigitta Rena
Remote video URL
Session type
Speaker Date
-

Grace will be covering her journey in game development, from starting a network entirely from scratch to finding a way to develop games sustainably without sacrificing what’s important about her work.

This talk will cover the process of making the Frog Detective series, her consulting work, and her adventures in the business side of game development.

Speakers
Grace Bruxner
Remote video URL
Session type
Speaker Date
-

What makes morally challenging games engaging?
What skills are involved in making moral choices in games? And what exactly is the point of "moral meters"?
In this talk, We will present the findings of a 10-year multi-disciplinary research project investigating moral decision-making in videogames and the lessons they can provide for designing morally engaging gameplay.

Presented by: Dr Malcolm Ryan, Paul Formosa & Dr Dan Staines

Speakers
Dr Malcolm Ryan
Paul Formosa
Dr Dan Staines
Remote video URL
Session type
Speaker Date
-

Do developers want players to look for clues and feel smart before that all-important-thing happens in the game? Do they want to reward players for figuring something out before the game reveals it to them? Do they want players talking about the game online and theorizing about that super secret mystery?

Getting players engaged with finding and figuring out hints is more than just having them hear an ambient noise over there or finding a lore book dropped here. The more invested players are in the game and the more engaged their imaginations, the more likely they are to search for the clues—or revelatory trail of breadcrumbs—the team leaves for them.

Attendees will discover tools for building player engagement, which includes designing more believable characters players will get invested in (whether they love or hate those characters) and using the game’s narrative design to drop hints about those characters’ circumstances. In effect, the relationship between the investment in the characters and these hints become a language narrative designers devise to help players hunt and piece together “What happens next?” before the game reveals the answers.

This talk focuses on why players identify or empathize with characters and how that makes them more invested, and gives techniques for creating “messy,” more authentic characters and designing multi-faceted storytelling in-game that will encourage players to find answers to the game’s mysteries.

Speakers
Toiya Kristen Finley
Remote video URL
Session type
Speaker Date
-

Screenwriters are used to writing dialogue for actors. Comic writers will just see their words on the page. And the game writer? The game writer can do both...

This talk is a gentle reminder that written and spoken languages are different. That you'll have to change your perspective when you switch from one way of writing to the other. That different words have different meanings. And that language will be understood differently when read vs when spoken.

Multiple examples from games and other media show will inspire the audience to think about the function and effect of their in-game dialogue. Did you realise that some grammar constructions work better on paper than spoken? And that some jokes work in audio, but not as written words? Start thinking about dialogue writing in a different way, and learn to make your choice on whether to use voiced or non-voiced dialogue early in the process.

Speakers
Jedidjah Julia Noomen
Remote video URL
Session type
Speaker Date
-

In 64 Ways of Being, Melbourne is transformed into a playable city via a free-to-play app launching in 2020. People and place are connected at multiple locations across the city through augmented reality encounters that capture different ways of being. These experiences re-imagine Melbourne's identity as expressed through its creative, linguistic, cultural, social and urban diversity.

The game is made by a collective developing urban play encounters that reconnect people with the city as a lived experience. Blending public art, live art and game design our collaboration brings together artist gamemaker Dr Troy Innocent, live arts group one step at a time like this, and game developer Millipede working with the Watershed Pervasive Media Studio to realise Playable City Melbourne.

This talk provides practical advice on the challenges and opportunities presented during the production of an ambitious AR game that engages with creative cultures, project partners and audiences outside the traditional mobile gaming space.

Topics covered range from technical tips on situating AR in diverse urban environments, working with theatre and performance artists, engaging in meaningful cultural consultation with First Peoples, wrangling divergent stakeholders, and marketing strategies for an experience people haven't had yet.

Speakers
Troy Innocent
Subscribe to Game Connect Asia Pacific